Official Rogue Rework - Testers Required!
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Re: Official Rogue Rework - Testers Required!
Odd how that didn't come up in my tests. That's due to the Misdirection changes I think. I'll see if I can post a fix tonight, real life is sapping my ToME time at the moment.
Re: Official Rogue Rework - Testers Required!
No no no, odd is that any bugs come up when you test stuff yourself.Razakai wrote:Odd how that didn't come up in my tests.
They usually all hide until you let someone else use it, and then suddenly BUGS EVERYWHERE!!!!11

My feedback meter decays into coding. Give me feedback and I make mods.
Re: Official Rogue Rework - Testers Required!
Story of my lifeHousePet wrote:They usually all hide until you let someone else use it, and then suddenly BUGS EVERYWHERE!!!!11

[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Official Rogue Rework - Testers Required!
So I did intend to do a bigger update with new trap tiles from Rex but I've spent the weekend doing significantly less fun coding for work. So instead just a small fix to Misdirection. I haven't actually been able to test it but it should work, so let me know how that goes. New file is in the OP, or if you aren't scared of coding you can go to mod/class/interface/Combat.lua in your ToME folder, look for line 1195-ish and delete the 3 line block looking for Misdirection's defense bonus.
Re: Official Rogue Rework - Testers Required!
Right, all complete. I've uploaded the final version in the OP - barring any major bugs or requests from DG this will be the version you'll see in 1.5. Leaving it up in case anyone can catch some bugs.
Re: Official Rogue Rework - Testers Required!
Gosh no, all the bugs will be waiting until it is officially released... 

My feedback meter decays into coding. Give me feedback and I make mods.
Re: Official Rogue Rework - Testers Required!
Please don't remove Unseen Actions! I don't have enough time to test, but from what I saw you are removing the best part of stealth rogues, replacing it with some short lasting shadowblade-like combat utility.
Re: Official Rogue Rework - Testers Required!
Finally got around to putting a little more time into this and I found a couple of things. Not bugs, technically, but slightly confusing behavior.
If you try to use Parry with no weapon in your main hand or with a ranged weapon (sling) in your main hand, you get a message in the log saying 'You need a dagger in your offhand to use Parry'. Which is somewhat misleading if there is a dagger in your off hand. Something along the lines of "You must be dual-wielding, with a dagger in your offhand, to use Parry" would be more accurate. Also, any reason this shouldn't work with Sling/Dagger? I know that, mechanically, wielding Sling/Dagger will cause hasDualWeapon to return false, but could the pre-use not just check your offhand to see what you have equipped there instead of using hasDualWeapon? The reason I ask is that it might be useful to have a Sling in your off-set and keep a dagger in the off-set offhand so that swapping weapons won't cause Parry to go on cool down. Also, logically, if you are parrying attacks with your offhand dagger only, it shouldn't matter what weapon, if any, is in your main hand.
Secondly, activating Parry breaks Stealth. Any reason for this? If the sustain is knocked down by a mob and you Shadow Dance back into Stealth, you are going to break Stealth again when you re-up Parry. As it is a vital component of the Rogue defense, would it not be better if it did not break Stealth, or at least did not break Stealth when no enemies are nearby? And again, logically, I don't see any reason that preparing to parry attacks would give you away to your enemies.
Lastly, Knife Throw says something like 'Throwing Knives count as melee attacks for the purpose of on-hit effects'. I read this at first as meaning that Knife Throw attacks would carry my on-hit effects (in the same way using a weapon 'of projection' would), but after playing around with it a bit I believe this means that it will be affected by the targets 'on melee hit' effects, meaning it will trigger retaliation damage and the like. It's fine if that's what it is intended to do, but I think the wording could be more clear. Maybe, 'Throwing Knives count as melee attacks for the purpose of enemy on-hit effects'. Trying to come up with something that gets the idea across without making the description overly long.
Edit: The description for Feint has an omitted word: "Make a cunning feint that tricks your target into swapping places with you. As you swap strike the target with a crippling blow, dealing %d%% offhand damage and reducing their melee, spellcasting and mind speed by %d%% for %d turns."
The word "you" should follow the word "swap". Also, I think there should be a comma in there, before the omitted 'you', but I am forever throwing in commas where they don't need to be. So, I could be wrong on that. Also, I'm not sure why this says 'If you know Tempo...'. You would have to, in order to know Feint, wouldn't you? It seems like just having it read 'Each time Tempo triggers...' would cover it, because Tempo obviously won't trigger if you don't know it.
I hope none of this sounds nit-picky or anything; I don't intend it to be. For some reason this kind of stuff just always jumps out at me. I noticed a few other things of this nature, but I realize this is starting to sound a teacher's critique of a high school essay
If you like, I can PM you anything else like this that I notice, but if you are not concerned, that's cool, too. I realize it's not that important in the grand scheme of things.
Edit 2:(rather than spamming posts
)
This I think is actually a bug. Apologies if it was mentioned before, but I'm using the version that's up on the OP, which I believe is the newest. I skimmed through the thread a few times and thought I saw something like this mentioned once, but then I couldn't find it again. Anyway. If you enter the Wilderness with Stealth maintained, the Shadowstrike buff starts counting down as though you had broken stealth. Upon entering a zone, the buff does not come back up until a turn has passed. Not a huge problem, but I actually happened to notice it because there was a rare right next to a zone entrance, and in these rare cases having that buff up as soon as you enter the zone would be nice.
Also, while trying to see if I could figure out what might cause this (no surprise, I couldn't
) I noticed that Shadowstrike is flagged as a Magical effect, while the other Stealth buffs (Shadow Dance and Soothing Darkness) are flagged as Physical. I don't know if that's intended, but it stood out as kind of odd.
If you try to use Parry with no weapon in your main hand or with a ranged weapon (sling) in your main hand, you get a message in the log saying 'You need a dagger in your offhand to use Parry'. Which is somewhat misleading if there is a dagger in your off hand. Something along the lines of "You must be dual-wielding, with a dagger in your offhand, to use Parry" would be more accurate. Also, any reason this shouldn't work with Sling/Dagger? I know that, mechanically, wielding Sling/Dagger will cause hasDualWeapon to return false, but could the pre-use not just check your offhand to see what you have equipped there instead of using hasDualWeapon? The reason I ask is that it might be useful to have a Sling in your off-set and keep a dagger in the off-set offhand so that swapping weapons won't cause Parry to go on cool down. Also, logically, if you are parrying attacks with your offhand dagger only, it shouldn't matter what weapon, if any, is in your main hand.
Secondly, activating Parry breaks Stealth. Any reason for this? If the sustain is knocked down by a mob and you Shadow Dance back into Stealth, you are going to break Stealth again when you re-up Parry. As it is a vital component of the Rogue defense, would it not be better if it did not break Stealth, or at least did not break Stealth when no enemies are nearby? And again, logically, I don't see any reason that preparing to parry attacks would give you away to your enemies.
Lastly, Knife Throw says something like 'Throwing Knives count as melee attacks for the purpose of on-hit effects'. I read this at first as meaning that Knife Throw attacks would carry my on-hit effects (in the same way using a weapon 'of projection' would), but after playing around with it a bit I believe this means that it will be affected by the targets 'on melee hit' effects, meaning it will trigger retaliation damage and the like. It's fine if that's what it is intended to do, but I think the wording could be more clear. Maybe, 'Throwing Knives count as melee attacks for the purpose of enemy on-hit effects'. Trying to come up with something that gets the idea across without making the description overly long.
Edit: The description for Feint has an omitted word: "Make a cunning feint that tricks your target into swapping places with you. As you swap strike the target with a crippling blow, dealing %d%% offhand damage and reducing their melee, spellcasting and mind speed by %d%% for %d turns."
The word "you" should follow the word "swap". Also, I think there should be a comma in there, before the omitted 'you', but I am forever throwing in commas where they don't need to be. So, I could be wrong on that. Also, I'm not sure why this says 'If you know Tempo...'. You would have to, in order to know Feint, wouldn't you? It seems like just having it read 'Each time Tempo triggers...' would cover it, because Tempo obviously won't trigger if you don't know it.
I hope none of this sounds nit-picky or anything; I don't intend it to be. For some reason this kind of stuff just always jumps out at me. I noticed a few other things of this nature, but I realize this is starting to sound a teacher's critique of a high school essay

If you like, I can PM you anything else like this that I notice, but if you are not concerned, that's cool, too. I realize it's not that important in the grand scheme of things.
Edit 2:(rather than spamming posts

This I think is actually a bug. Apologies if it was mentioned before, but I'm using the version that's up on the OP, which I believe is the newest. I skimmed through the thread a few times and thought I saw something like this mentioned once, but then I couldn't find it again. Anyway. If you enter the Wilderness with Stealth maintained, the Shadowstrike buff starts counting down as though you had broken stealth. Upon entering a zone, the buff does not come back up until a turn has passed. Not a huge problem, but I actually happened to notice it because there was a rare right next to a zone entrance, and in these rare cases having that buff up as soon as you enter the zone would be nice.
Also, while trying to see if I could figure out what might cause this (no surprise, I couldn't

Re: Official Rogue Rework - Testers Required!
This sort of feedback is very useful.
Parry should be clarified and fixed to only require an offhand dagger, regardless of mainhand. Nor should it (or any other Rogue sustains) break Stealth. Duelist's Focus is also going to be changed to require light armor + offhand dagger to prevent ridiculous avoidance stacking with Leaves Tide.
I'll think of a way to clarify throwing knives. Effectively what it's trying to say is they count as ranged melee attacks - so retaliation damage, on-hit procs from gloves and so on all work with them.
I'll fix Feint's description too. The Tempo wording could also be changed - there's a chance a mob could spawn with Feint but no Tempo but that doesn't really matter for players.
The Shadowstrike behaviour is a bit odd. I'll see if I can check why it does that - and yes, it should be physical rather than magical, thats a bug.
Parry should be clarified and fixed to only require an offhand dagger, regardless of mainhand. Nor should it (or any other Rogue sustains) break Stealth. Duelist's Focus is also going to be changed to require light armor + offhand dagger to prevent ridiculous avoidance stacking with Leaves Tide.
I'll think of a way to clarify throwing knives. Effectively what it's trying to say is they count as ranged melee attacks - so retaliation damage, on-hit procs from gloves and so on all work with them.
I'll fix Feint's description too. The Tempo wording could also be changed - there's a chance a mob could spawn with Feint but no Tempo but that doesn't really matter for players.
The Shadowstrike behaviour is a bit odd. I'll see if I can check why it does that - and yes, it should be physical rather than magical, thats a bug.
Re: Official Rogue Rework - Testers Required!
Soothing Shadows does the same as Shadowstrike. Didn't have it unlocked when I posted, but I confirmed it later.
So, Throwing Knives should carry on hit pocs? E.g. if I have gloves with 5 nature damage on hit, the Knife attack should do its regular damage, plus the 5 nature? I would have to check it again, but this didn't seem to be the case when I was playing.
Edit:
Ok, never mind that one. I checked again and Throwing Knives do seem to properly carry additional melee damage from gloves, etc. I thought I had checked for that specifically before posting that the wording was confusing, but apparently I missed what I was looking for. My target must have died before the damage was applied or somehthing. Apologies. The current wording is clear, I was apparently just confusing myself
I noticed that Duelist's Focus also breaks stealth. I don't know if Slow Motion falls outside the scope of this, or not, but it breaks stealth, as well.
So, Throwing Knives should carry on hit pocs? E.g. if I have gloves with 5 nature damage on hit, the Knife attack should do its regular damage, plus the 5 nature? I would have to check it again, but this didn't seem to be the case when I was playing.
Edit:
Ok, never mind that one. I checked again and Throwing Knives do seem to properly carry additional melee damage from gloves, etc. I thought I had checked for that specifically before posting that the wording was confusing, but apparently I missed what I was looking for. My target must have died before the damage was applied or somehthing. Apologies. The current wording is clear, I was apparently just confusing myself

I noticed that Duelist's Focus also breaks stealth. I don't know if Slow Motion falls outside the scope of this, or not, but it breaks stealth, as well.
Re: Official Rogue Rework - Testers Required!
I really love this rework, great job 
Three bugs I found:
- Heartseeker and Whirlwind ignore pin/daze
- The off-hand weapon increase of Lethality doesn't work (your off-hand deals 50% dmg no matter what)
- There's a weird interaction for Whirlwind when you try to use it and there is no tile to jump to (see this https://www.twitch.tv/yusunanyuri/v/85239591?t=5h8m0s)

Three bugs I found:
- Heartseeker and Whirlwind ignore pin/daze
- The off-hand weapon increase of Lethality doesn't work (your off-hand deals 50% dmg no matter what)
- There's a weird interaction for Whirlwind when you try to use it and there is no tile to jump to (see this https://www.twitch.tv/yusunanyuri/v/85239591?t=5h8m0s)
Spamming Windtouched Speed since 1.5
Re: Official Rogue Rework - Testers Required!
Thanks San0ix! Starkeep linked me your stream so I caught it right as you were demolishing The Master. The final version is a bit weaker so hopefully things won't be quite as faceroll.
I noticed that weird Whirlwind bug - will definitely fix it. Lethality should be fixed in the final version, and I'll check the movement effects of Heartseeker/Whirlwind too.
I noticed that weird Whirlwind bug - will definitely fix it. Lethality should be fixed in the final version, and I'll check the movement effects of Heartseeker/Whirlwind too.
Re: Official Rogue Rework - Testers Required!
I'd suggest adding a negative crit. mult. to shadow dance or reducing it's duration as I felt that was one of the strongest points about the class. Though the ability to gain over 200% global and 150% attack speed while (pretty much permanently) slowing an enemy by 50% is also extremely strong, especially in combination with shadow dance, as you'll get about 3 attacks per turn and 6 attacks for one hostile attack.Razakai wrote:Thanks San0ix! Starkeep linked me your stream so I caught it right as you were demolishing The Master. The final version is a bit weaker so hopefully things won't be quite as faceroll.
I noticed that weird Whirlwind bug - will definitely fix it. Lethality should be fixed in the final version, and I'll check the movement effects of Heartseeker/Whirlwind too.
Spamming Windtouched Speed since 1.5
Re: Official Rogue Rework - Testers Required!
Yeah compared to the addon, Shadowstrike has a bit of a lower crit modifier and Shadow Dance has a lower duration. I'll probably nerf them a bit further though.